Book Image

Unity 2018 By Example - Second Edition

Book Image

Unity 2018 By Example - Second Edition

Overview of this book

Unity is the most exciting and popular engine used for developing games. With its 2018 release, Unity has become the primary source of both game development and virtual reality content. In Unity 2018 By Example, you’ll learn how to use Unity in order to make amazing games from popular genres - from action shooters to mind-bending puzzle games to adventure and Virtual Reality (VR) games. Even if you have no previous experience of using Unity, this book will help you understand the toolsets it provides in depth. In addition to this, you'll understand how to create time-critical collection games, twin-stick space shooters, platformers, and action-fest games with intelligent enemies. Finally, you'll get to grips with creating VR games with the new toolsets introduced by Unity to help you develop amazing VR experiences. To make things easier, you will be provided with step-by-step tutorials for making five great games in Unity 2018, along with a detailed explanation of all the fundamental concepts. By the end of this book, you’ll have established a strong foundation in making games with Unity 2018.
Table of Contents (16 chapters)
Unity 2018 By Example - Second Edition
Contributors
Preface
Other Books You May Enjoy
Index

Collecting coins


Previously, we developed a coin counting variable telling us how many coins are in the scene. However, regardless of the count, the player still can't collect the coins during gameplay. Let's fix this now. To start, we need to think about collisions. Thinking carefully, we know that a coin is considered collected whenever the player walks into it, that is, a coin is collected when the player and the coin intersect or collide.

To determine when a collision happens like that, we must approximate the volume of both the player and coin in order to determine when the two volumes overlap in space. This is achieved in Unity through colliders. Colliders are special physics objects attached to meshes. They tell us when two meshes intersect. The FPSController object (First-person controller) already has a collider on it, through its Character Controller component. This approximates the physical body of a generic person. This can be confirmed by selecting FPSController in the Scene...